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 11 
 on: Today at 04:03:59 AM 
Started by Pedro Henrike - Last post by Nyzer
There's no easy way to dummy out a generic job to implement a new unique character, no. And the game shouldn't be slowing down from Patcher/Shishi modding unless you're doing something very wrong.

 12 
 on: Today at 04:02:04 AM 
Started by Misaki - Last post by Nyzer
The FFTPatcher shows all ability formulas. There are so few weapon formulas no one ever bothered incorporating them into the Patcher but I'm sure they're listed on a wiki somewhere.

 13 
 on: Today at 02:52:29 AM 
Started by Misaki - Last post by Misaki
So, like everyone here, I love playing FFT mods, but it's kinda rare to find mods with something like a spreadsheet listing skill and weapon formulas, which is very sad for me since I really love to make calculations and stuff while I'm playing.
On to the question: is there a convenient way to extract the formulas from mod patches? My knowledge when it comes to modding is close to 0.
Thanks in advance!  :D

 14 
 on: Today at 02:31:10 AM 
Started by Pedro Henrike - Last post by Pedro Henrike
Not easily.

As I told you before:

You can replace their formation sprites in Shishi.


I think I understand, thank you To conclude ... could you get me a question? Whenever I modify the PSX game it gets a bit slower. Is there a way to avoid this slowness or is it because of the modifications? Thank you.

And before I forget, is there any way I can get this unused sprite (Ninja, for example) and put it so we can not release the class? since I will replace it with another character.

 15 
 on: Today at 01:14:49 AM 
Started by Valkirst - Last post by Elric
Portrait is probably your best one thus far. Mouth needs a tad more definition, but aside from that it looks good. I like it more than the Seifer, primarily because i felt that older versions of your seifer port were better than newer ones, but thats just me. No offense meant, Im just brutally honest.

 16 
 on: Today at 01:09:29 AM 
Started by Pedro Henrike - Last post by Nyzer
Not easily.

As I told you before:

Quote
You'd have to replace an unused Formation sprite, THEN switch the spritesheet it's normally tied to with the spritesheet of the unit you're replacing it with, THEN go through all the ENTDs and set them to all the changed sprites correctly. It won't be a quick process.

It can go faster on PSX by just changing which spritesheets each Formation sprite links to. But you can't do that for PSP.

You can replace their formation sprites in Shishi.

 17 
 on: December 13, 2018, 10:39:52 PM 
Started by Valkirst - Last post by Valkirst
Getting it done! Any thoughts on the portrait?

 18 
 on: December 13, 2018, 09:46:17 PM 
Started by Leonarth - Last post by Diedrik
Having them join mid battle would work pretty well too I think.

So would we be able to add an arbitrary ability to a job? That would be a huge improvement. I also like the idea of custom requirements, such as how KoL disabled the priest job if you killed too many people, but unlocked the dark knight job.

I would probably use unlocked to mean that the job is in the list of jobs you have acquired, and available to mean the selected character can currently use that job.

I think it would be really interesting to have the wheels grouped by types, such as Tank, Healer, Offensive Magic, Utility, Mixed Classes, etcetera. I think that your just numbering of them and incrementing upward would work fine though, especially if you made it so only available jobs were shown. It might be interesting to make it also show the next tier of jobs, but that sounds like it would take far too much work to bother implementing checks for.

If you mean sprites from other games then Tactics Ogre: Knight of Lodis uses a nearly identical visual style if I recall, and should have most, if not all of the sprites necessary, I do not think downed sprites are commonly used in the game, but I am pretty sure that all of the classes have them. As a pie in the sky side note, it would be amazing to have the KoL classes in FFTA as an expansion to the Hume race, and a new race for the female human classes from KoL. I know the main character's sheet at least is available at the Spriter's Resource.

 19 
 on: December 13, 2018, 12:49:19 AM 
Started by Pedro Henrike - Last post by Pedro Henrike
Hello .. Good night! I would like to know if there is any program that allows us to recruit characters like Delita (Chapter 2) or add new Sprites in characters to recruit in the middle of the story. I'm new to these things and would like some help, if anyone can at least help me with this, thank you. Print Link of an example I want (I can not post print here): https://prnt.sc/lu9ilw

 20 
 on: December 12, 2018, 08:48:43 PM 
Started by Leonarth - Last post by bcrobert
"Unlocked" and "revealed" maybe?

Also another possible take on the invite ability: It could temporarily store the character in the clan data. So even though it mechanically is giving you the option of whether to delete the temporary character or not at the end of the battle, it would look to the player like it's just a typical recruit option. There would need to be a check that makes the invite automatically fail if the clan is full but that check should be there either way imho.

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